Keep on the Shadowfell Character Errata

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I looked around the forums a bit, but maybe because of the forum reorganization or whatever I couldn't find this already done. So, as an exercise in learning the rules and going over character creation, I reviewed the pregen characters from Keep on the Shadowfell to find all the mistakes. I figure this belongs in Rules Q&A (where I originally posted this) because there are frequently questions about those pregen characters here.

Here are my results. You can find the pregen characters here: http://www.wizards.com/default.asp?x=dnd/4dnd/20080616a

Many issues can be addressed by checking the official Keep on the Shadowfell FAQ. You can access by clicking the ‘Help’ tab on the bottom left of the main D&D website, and searching for “Keep.”

Dragonborn Paladin

Defenses should be AC: 20, Fort 15, Ref 13, Will 14
The sheet apparently did not take into account the Paladin’s +1 bonus on F/R/W defenses.

Lay on Hands: The Dragonborn Paladin has the feat Healing Hands, which adds his Charisma Mod (+3) to his Lay on Hands healing. The sheet says that it is already included, but it is not, so remember to add +3 HP each time you use Lay on Hands on an ally. EDIT: A strict reading might interpret that the Paladin only gets the benefit of Healing Hands feat for allies, though the pregen sheet uses language which suggests any target can benefit. Ask your DM if there is a concern. The FAQ clarifies that a Paladin can use Lay on Hands on himself.

Dragon Breath: Attack roll should be +6 vs. Reflex at level 1. The example character apparently forgot to add the +2 bonus that is a natural part of the Dragon Breath power (Str bonus with an additional +2 in this case). Damage is correct though.

Channel Divinity: Divine Strength is not incorrect. However, a Paladin using the full rules would also gain a second Channel Divinity power, Channel Divinity: Divine Mettle. If you wish to include this power, it would read like so:









Keep in mind though that a Paladin can only use one of these in a single encounter: once he uses one, the other cannot be used during the encounter, but the next encounter he can choose again.


Dwarf Fighter

Ranged Basic Attack (Dagger) should be attack bonus +4 at level 1 (Dex (+1), Dagger proficiency (+3)). Note that if used as a melee weapon his MELEE attack bonus with the dagger would be +6 vs. AC, and damage would be 1d4 + 3.

Brute Strike: Note: In the Player's Handbook, the Brute Strike power does not include a line about what happens on a miss. The power works no differently however; the Reliable keyword at the top automatically means that on a miss the power is not expended. The KotSF character sheet simply states this in clearer terms.


Half-Elf Cleric

Missing Encounter Power: The Half-Elf Cleric is missing a level 1 At-Will power. As a Half-Elf, he should gain the level 1 At-Will attack power of a class of his choice (not counting Cleric) due to his Dilettante racial ability. See the Keep on the Shadowfell FAQ. The FAQ used to include a picture of the power with its description, but after they moved their site a bit it doesn’t display (at least not for me). The power recommended though would read as follows at level 1:

[deck=Bolstering Strike _ Paladin Attack 1]You attack your foe without mercy or reprieve, and your accuracy
is rewarded with a divine gift of vigor.

Encounter Divine, Weapon
Standard Action _ Melee weapon
Target: One creature
Attack: +5 vs. AC
Hit: 1d8 + 3 damage, and you gain 3 temporary
hit points.
[/deck]

Note that while normally Bolstering Strike is an At-Will power for a Paladin, because it was gained by the Half-Elf racial Dilettante feature, it is only usable by the Half-Elf Cleric as an encounter power.

Healing Word: There is not really a mistake, however, make sure that when using the Healing Word the player adds 3 to the amount healed due to his Healing Lore class skill.

Skills: The Cleric’s -1 armor check penalty (Chainmail) was not counted in the stats.

Acrobatics modifier should be -1.

Athletics should be +0.

Diplomacy should be +5 (See FAQ).

Endurance should be +1.

Insight should be +5 (See FAQ).

Stealth should be -1.

Thievery should be -1.

Missing Class Feature: Ritual Casting.
In the full version of the rules, Clerics get the Ritual Caster feat for free. This provides them with a Ritual book and two Rituals known, one is Gentle Repose, and the other is the player’s choice of one first level Ritual. Rituals are beyond the scope of the Keep on the Shadowfell adventure I feel, and are not necessary to complete it.


Halfling Rogue

Positioning Strike: The power’s damage should read 1d4 + 4 damage, not 2d4 +4. Positioning Strike only deals 1 times weapon damage.


Human Wizard

Will Defense: should be 14 (10 base + Wis (+1), Human (+1), Class (+2))

Quarterstaff: Not an error, but a note for new players. To attack with the Quarterstaff, the Wizard would need both hands free, so he could not be holding anything else besides the staff (typically the Wand implement). He can hold the staff and the Wand at the same time, but only use the Wand implement for his Wand of Accuracy ability.

Cantrips: In the full game, the Wizard class would actually have an additional 2 Cantrip At-Will powers, Mage Hand and Prestidigitation. I will not reproduce these here, but if you want you can add those in. They will not really adversely affect the adventurers’ performance in KotSF.

Missing Class Feature: Ritual Casting. In the full version of the rules, Wizards get the Ritual Caster feat for free. This provides them with three Rituals known, of the player’s choice of first level Rituals (kept in the Wizard’s Spellbook). Rituals are beyond the scope of the Keep on the Shadowfell adventure I feel, and are not necessary to complete it.


Tiefling Warlord


Ability Scores: Not necessarily an error, but a note. The Tiefling Warlord character seems to have used the Method 2: Customizing Ability Scores method for stat generation (see PHB page 17) whereas the other characters appear to have only used the Method 1: Standard Array method of stat generation. The Customizing method can result in the same scores as the Array method, so you could also take it as all the other characters also used the Customization method, but simply chose the same stats as the Standard Array :P

Defenses: Reflex Defense should be 15, not 14. Reflex Defense = Base 10 + INT mod (+4) + Shield bonus (+1). Note: This assumes the Warlord is using his shield. If he takes it off (to use his crossbow fully) then it will be 14.

Initiative: Technically, the +0 Initiative is correct. However, keep in mind that with the Warlord’s Tactical Presence ability, he always grants himself a +2 bonus on Initiative checks (as well as all allies within 10 squares). He might not grant himself the bonus to initiative if he is unable to see and hear himself, but if that is the case, combat has probably been going on for a while already.

Steel Monsoon: There seems to have been some confusion with where the Int bonus should have gone. According to the PHB, Steel Monsoon’s “Hit” description should read like so:

Hit: 2d8 + 3 damage, and four allies within 5 squares of you can shift 1 square.

Because the Warlord has Tactical Presence, the number of allies which can shift is equal to his INT modifier (+4). The example character seems to have taken that +4, and instead applied it as extra squares that an ally can move, which is incorrect.

EDIT: The attack bonus for the Tiefling's Scorching Burst power that he gains at 2nd level should be +5. He gets 4 for his ability score (18) and then one more for his level being evenly divisible.


Here are the two "bonus" character provided with the article Playing Warforged (note: only one is Warforged): http://www.wizards.com/default.asp?x=dnd/drfe/20080606b

Longtooth Shifter Cleric

Speed: The Longtooth Shifter Cleric’s speed should be 5, not 6. He is wearing Chainmail (they call it chain armor for some reason) which reduces speed to 5.

Sacred Flame: Damage should be 1d6 + 4 radiant damage. The extra damage is based on Wisdom mod (+4 for this character). Also, the Temporary HP granted at first level would be only 1 HP rather than 4. Temporary HP from this power are based on Charisma mod (+1) plus ½ level. At level 2, the Temp. HP that could be granted will increase to 2.

Channel Divinity: Turn Undead: The Longtooth Shifter’s Turn Undead should only push 4 squares, not 5. Distance pushed is equal to 3 + Charisma mod (+1).

Healing Word: There is not really a mistake, however, make sure that when using the Healing Word the player adds 3 to the amount healed due to his Healing Lore class feature.

Skills: Arcana skill should be denoted as Trained, and not Athletics. The Arcana skill bonus reinforces this, and Athletics is not even an option for a Cleric to train by default.

Athletic skill bonus should be +4 {Strength (+3), Race (+2), Armor check (-1)}.

Bluff skill bonus should be +1 {Charisma mod (+1)}.

Diplomacy skill should be +6 {Charisma mod (+1), Trained (+5)}

Endurance skill should be +2 {Constitution mod (+1), Racial {+2), Armor check (-1)}.

Intimidate skill should be +1 {Charisma mod (+1)}.

Streetwise skill should be +1 {Charisma mod (+1)}.

Gear: The Longtooth Shifter Cleric does not actually have Javelins (unless the DM would like to say he has them as well). I believe the intent was to state the range of the Crossbow (15/30) rather than ranges for Javelins. Javelins would deal more damage and be more accurate based on the high Strength this Cleric has, so it is up to the DM to switch whether the Cleric has a Crossbow or Javelins (he will find plenty of Javelins though). If given Javelins, the attack bonus would be +5 vs. AC, and damage would be 1d6 +3.

Level 2 feat: Skill Focus. Note: Specifically, this is Skill Focus (Heal).

Missing Class Feature: Ritual Casting. In the full version of the rules, Clerics get the Ritual Caster feat for free. This provides them with a Ritual book and two Rituals known, 1 is Gentle Repose, and the other is the player’s choice of first level Rituals. Rituals are beyond the scope of the Keep on the Shadowfell adventure I feel, and are not necessary to complete it.



Warforged Paladin

The Warforged Paladin makes use of the altered/expanded rules presented in “Playing Warforged” http://www.wizards.com/default.asp?x=dnd/drfe/20080606b
This explains many of the differences compared to the Warforged entry in the Monster Manual.

Hit Points: The Warforged Paladin should have 29 hit points, not 27. Paladin HP is 15 + Con score, which would yield 29. Several calculations relating to HP are wrong.
Level 1: Increase HP to 29. Increase Bloodied value to 14. Increase Healing Surge value to 7.
Level 2: Increase HP to 35. Increase Bloodied value to 17. Increase Healing Surge value to 8.
Level 3: Increase HP to 41. Increase Bloodied value to 20. Increase Healing Surge value to 10.

Speed: Should be speed 5. See note on Defenses.

Defenses: AC: This character’s equipment list is not provided (for some reason). To achieve an AC of 20 however, and by the skill check penalties he takes, we can assume that he is wearing Plate Armor and using a Heavy Shield (the heavy shield also explains his Reflex defense). If he is armored like that, then you need to change his speed to 5, because he is using Heavy Armor. Even if it was an attached component, there is nothing about reducing speed penalties for armor, only the encumbrance from weight.

Gear: Equipment list was not provided for this character. However, the character apparently has Plate Armor, Heavy Shield, Battleaxe, and Javelin (presumably 3 like the Dragonborn, but at least 1). It is probably safe to assume he also has the entire Adventurer's kit that all other example characters have, and a Holy Symbol of some deity, and presumably 5gp (like the Dragonborn Paladin). Note that this would exceed the normal 100gp starting gold explained in the Player's Handbook, but several other KotSF characters exceed that amount as well, including the Dragonborn Paladin.

Javelin Basic Attack: Just a note, the Javelin has a range of 10/20.

Holy Strike: Not an error with the power itself, but see below about the Ability Scores.

Warforged Resolve encounter power. Not an error, but a note: This character uses the version of Warforged Resolve from the article Playing Warforged. This version of Warforged Resolve is not the same as appears in the Monster Manual. Apparently, for PCs it is felt they should use the upgraded version, where in the Monster Manual the Warforged Resolve is much weaker, I assume for NPC Warforged.

Channel Divinity: As with the Dragonborn Paladin, a Paladin using the full rules would also get Channel Divinity: Divine Mettle

[deck=Channel Divinity: Divine Mettle _ Paladin Feature]You petition your deity for the divine strength to lay low your enemies.
Encounter Divine
Minor Action _ Personal
Effect: The target makes a saving throw with a bonus equal
to your Charisma modifier (+2).
[/deck]
Keep in mind though that a Paladin can only use one of these in a single encounter: once he uses one, the other cannot be used during the encounter, but the next encounter he can choose again.

Skills: Endurance should be +5 {Con (+2), Race (+2), Trained (+5), Armor check penalty (-4)}.
Heal should be +6 {Wis (+1), Trained (+5)}.

Level 2 Feat: Weapon Focus. Note: Specifically, this is Weapon Focus for Axes. Any axe wielded will get the +1 bonus, not just battleaxes (assuming he finds a different kind of axe and uses it).

Ability Scores: The scores themselves are correct. However, the Check Modifier for Wisdom should be +1, because Wisdom 13 only grants a +1 bonus. The +2 is most likely a typo error.



If anyone finds a mistake or wants to know how I calculated something, please post to the thread so I can correct the stats. I have no plans to go over the entire adventure.
http://community.wizards.com/go/thread/view/75882/19670890/Keep_on_the_Shadowfell_Character_Errata
On the Paladin, Lay on Hands should not be +3 to heal yourself. Healing Hands only adds to an Allys healing.

Other than that, it looks good. Much thanks.
On the Paladin, Lay on Hands should not be +3 to heal yourself. Healing Hands only adds to an Allys healing.

Other than that, it looks good. Much thanks.

Hmm, this seems technically correct. I believe that the intent of the feat was to add extra healing to anybody, but I will put a note in, thanks.

EDIT: Looking back at the character sheets, the description states the healing applies to "the target," which by that wording would include the paladin as well. I have noted that ruling possibility.
http://community.wizards.com/go/thread/view/75882/19670890/Keep_on_the_Shadowfell_Character_Errata
Added Warforged Paladin.
http://community.wizards.com/go/thread/view/75882/19670890/Keep_on_the_Shadowfell_Character_Errata
Thankyou so very much for this errata and for pointing it out to me. I thought I had found all the errors, but there was a couple I'd missed. Have you managed to take a look at the shifter yet?
Thankyou so very much for this errata and for pointing it out to me. I thought I had found all the errors, but there was a couple I'd missed. Have you managed to take a look at the shifter yet?

No, I will have the Shifter done probably tonight when I have some more time.
http://community.wizards.com/go/thread/view/75882/19670890/Keep_on_the_Shadowfell_Character_Errata
Should the Half-Elf Cleric have an extra Encounter Power due to its Dilettante Racial Feature?


Sorry missed it somehow!
Kouk,

Thanks so much for pointing these out: I thought I was going nuts when I found a few mistakes.

In addtion to the things you point out, do you also think that the cleric and possibly the wizard should get three level one rituals each?
Should the Half-Elf Cleric have an extra Encounter Power due to its Dilettante Racial Feature?


Sorry missed it somehow!

Yes, actually it is the first thing I mentioned when you open the sblock for the Half-Elf Cleric. I will note that it is due to his Half-Elf Dilettante feature.
http://community.wizards.com/go/thread/view/75882/19670890/Keep_on_the_Shadowfell_Character_Errata
Kouk,

Thanks so much for pointing these out: I thought I was going nuts when I found a few mistakes.

In addtion to the things you point out, do you also think that the cleric and possibly the wizard should get three level one rituals each?

Hehe, funny you should mention that. EDIT: I just noticed the time discrepancies between posts, so I will explain (hadn't refreshed page) :P I had just written it up and then I saw your post.

Added Longtooth Shifter Cleric, added notes about the Ritual Casting class features of Wizards and Clerics, and changed formatting slightly.

EDIT: And Clerics only get two rituals known at first level.
http://community.wizards.com/go/thread/view/75882/19670890/Keep_on_the_Shadowfell_Character_Errata
Added that the Tiefling Warlord used the Customizing Ability Scores method for ability scores, and a note about the melee damage of the Fighter's dagger.
http://community.wizards.com/go/thread/view/75882/19670890/Keep_on_the_Shadowfell_Character_Errata
Unless I'm missing something special that allows the dwarf fighter to not expend Brute Strike on a miss, then shouldn't that part of the Brute Strike power be excised as there is no miss section in the PHB?
One of the keywords for Brute Strike in the PHB is Reliable, which means if the attack misses, you don't expend the use of that power. KotS just explicitly stated it as part of the power, instead of putting it as a keyword.
Thank you mithmurr. I figured that I was most likely missing something. I had read about reliable but I guess in all the information I went through it slipped my mind and I wasn't even looking for it.
This is not the first time I've seen this issue raised, so I will make a note of it in the Fighter entry.
http://community.wizards.com/go/thread/view/75882/19670890/Keep_on_the_Shadowfell_Character_Errata
It's just sad that they did not correct some of the typos before publishing the sheets on DDI. It's also sad that they have not reconginzed that there are issues.
I know I contacted the help line pointing out the Wizard Will Defense, showing the math on how it was calculated. All they said was "Unfortunately, I'm unable to provide you with any more information than what is already printed." Not you are right it's wrong, we'll submit for errata, or I'm sorry you are wrong, it's calculated as the following, they basically blew the question off. Show some pride for your work, admit what's wrong and try to fix it before publishing it for more people.
In their defense, KotSF was in the works before the final iteration of the rules went to print, at least that's my understanding.

As for why they don't go over the pdfs, or release an errata? It isn't terribly important really, as KotSF was supposed to be a "Rules-lite" version of the game, and it is *slightly* possible that some errors were intentional for party balance, or something like that.

It is just something we have come to expect though, pregenerated stats in official products almost always have some kind of mistakes. Usually they aren't major, so they don't get official errata.
http://community.wizards.com/go/thread/view/75882/19670890/Keep_on_the_Shadowfell_Character_Errata
In their defense, KotSF was in the works before the final iteration of the rules went to print, at least that's my understanding.

As for why they don't go over the pdfs, or release an errata? It isn't terribly important really, as KotSF was supposed to be a "Rules-lite" version of the game, and it is *slightly* possible that some errors were intentional for party balance, or something like that.

It is just something we have come to expect though, pregenerated stats in official products almost always have some kind of mistakes. Usually they aren't major, so they don't get official errata.

Your points are understandable.

The point I was getting at though is that the characters have been released for well over a month, and issues such as the defense scores have been pointed out and asked about since then.
It has been stated that some things were cut because of size requirements to keep the characters to 1 page each. So some of those things can be excused from what was released on DDI on 6/16.
But the errors in defense scores and such, those simple typos could have been quickly corrected. Before publishing them on DDI where you are going to be showcasing all of these new features such as the compendium, how about a little TLC so that people like the above fans don't have to do the work for them. They should have fixed them before posting them...

Without an errata or corrections such as the ones above, it can cause confusion and doubt if someone thinks thinks they might be missing something in there character creation. This kind of goes along the same lines as the complaints in the Penny Arcade podcast, that they are not using the RAW and it's causing confusion on how the rules work.
Sorry for a (very?) late addition to this thread - I was just putting together the stuff to run this adventure, and I think you've overcompensated on one of the Cleric's skills. Athletics is listed on the pregen sheet as +1, ignoring the armor penalty as you said, but this only reduces it to 0. You've stated -1 in the top post.

Oh, and if I'm wrong, could you explain where the additional -1 comes from please? XD
Sorry for a (very?) late addition to this thread - I was just putting together the stuff to run this adventure, and I think you've overcompensated on one of the Cleric's skills. Athletics is listed on the pregen sheet as +1, ignoring the armor penalty as you said, but this only reduces it to 0. You've stated -1 in the top post.

Oh, and if I'm wrong, could you explain where the additional -1 comes from please? XD

Nope, you're right. Thanks for noticing. I'll change it. :embarrass
http://community.wizards.com/go/thread/view/75882/19670890/Keep_on_the_Shadowfell_Character_Errata
Thanks for the errata. Its very helpful!

Could you walk me through the Reflex Defense for the Dragonborn Pladin? I'm coming up with an 11 instead of 13. (10 base + 1 for class = 11)

Thanks!

Edit: I figured it out. I was leaving out the Shield bonus. Thanks again!
Thanks for the errata. Its very helpful!

Could you walk me through the Reflex Defense for the Dragonborn Pladin? I'm coming up with an 11 instead of 13. (10 base + 1 for class = 11)

Thanks!

The Paladin's Reflex defense is the 10 base, +1 class bonus, +2 for the heavy shield (shields add their defensive bonus to both AC and reflex defenses).
Thanks much for the updated info! Too bad we can't release or pass around full sheets with the fixes on them. Though if you have suggestions for an easy way for me to modify the PDFs myself, rather than penciling in later, that might be handy.

One minor thing I noticed was the flavor text for Divine Mettle, for both paladins, seems to be the flavor text for Divine Strength. Divine Mettle's flavor text should be: "Your unswerving faith in your deity empowers a nearby creature to resist a debilitating affliction." (PHB p91)
Question:
Shouldn't the Scorching Burst attack roll of the Tiefling Warlord be +5 vs. Reflex instead of +4? Int + attack modifier?

Or does it cast on Str, because it is a Warlord?
Question:
Shouldn't the Scorching Burst attack roll of the Tiefling Warlord be +5 vs. Reflex instead of +4? Int + attack modifier?

Or does it cast on Str, because it is a Warlord?

It should be +5, 4 for Int and 1 for one-half level. I think they just forgot to include the +1 the way they do with the 3rd level powers.
Thank you for noticing that. I have updated my original post now with the Tiefling Warlord's +5 attack bonus to Scorching Burst.
http://community.wizards.com/go/thread/view/75882/19670890/Keep_on_the_Shadowfell_Character_Errata
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